DIGITAL LIBRARY
HOW CAN WE TACKLE SOCIAL INCLUSION THROUGH GAMIFICATION MECHANISMS?
Nova University Lisbon (PORTUGAL)
About this paper:
Appears in: EDULEARN22 Proceedings
Publication year: 2022
Pages: 2003-2008
ISBN: 978-84-09-42484-9
ISSN: 2340-1117
doi: 10.21125/edulearn.2022.0523
Conference name: 14th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2022
Location: Palma, Spain
Abstract:
According to PORDATA, in 2018 there was a large number of inactive citizens in the European Union with fewer qualifications (more than 73 million persons with less than ISCED-5) compared to the population with higher qualifications (about 10 million with ISCED-5 or more), being the group with 15 to 24 years the group with higher level of inactivation. Various studies report that lack of interest and motivation increases the chance for dropouts after high-school and in the same way the importance of game-based learning methodologies for a greater Engagement in Learning activities. To tackle this problem was developed “Escape to Your Future” project. This project intends to promote actions, to build contents, digital instruments, educational resources and to analyze the impact of innovative methodologies in the target groups and stakeholders, rooted in a process of civilizational change (social, political, economic, and cultural).

At the heart of the design of active learning experiences is the idea of User-Centered Design, which seeks to offer useful and tailor-made solutions for people.

In this paper we explore how we use different gamified tools: we will present the guidelines for students and teachers to use and make gamified activities; the Mooc course (Employment-Entrepreneurship gamified course) and the escape box.
Keywords:
Escape box, gamification, Game-based learning, social inclusion, HE.